All right! Decent instant-speed card draw! And fetches make its landfall bonus very obtainable, even on your opponent's turn. An entirely solid draw spell.
Khias
★★★★☆ (4.2/5.0)(11 votes)
I'd rather Mind Spring, could have been better if it read "draw an extra card for each land you've played this turn." It loses it's speed b/c if you needed to cast it on an opponent's turn for 5 mana what can you really draw to save yourself?
Reins
★★★☆☆ (3.9/5.0)(8 votes)
Yes, don't overlook the fact that it's instant speed. Save your mana for a counterspell, and if it's not required, ping your terramorphic expanse and draw 3 for your next turn.
True_Mumin
★★☆☆☆ (2.2/5.0)(3 votes)
So, is this supposed to be a joke card or something? Like Khias said, I'd much rather use Mind Spring. If this gave you four cards with landfall, then it would have been cool (just switch the cost to 3UU or something). As it is now, it sucks. Simply not worth the effort.
Japster
★★☆☆☆ (2.0/5.0)(3 votes)
mind spring - sorcery, this one is instant
PastProphet
★★★☆☆ (3.7/5.0)(3 votes)
wow, a real skill tester. And apparently a bit of a controversy-stirrer as well! Mind Spring for5 (3 UU) = 3 cards , at Sorcery speed (your own turn) vs Mysteries of the Deep for 5 (4U) = 3 cards (with a landfall), during your turn OR the opponents turn (with landfall via fetchlands, etc) I often hold up a fetch land, and use it during their turn anyways (especially with Sphinx of Jwar Isle).
The timing advantage is huge - hold your mana up for a counterspell (even just a bluff) and then be able to grab some instant card draw. Using up 5+ mana during your own turn on Mind Spring typically closes the door on counterspell/etc on their turn. BUT, Mind Spring has the advantage of possibly drawing MORE than 3... late game, a 5+UU or so can really fill your hand nicely.
It's a tough call, but I think it at least gives some options. Also, I am personally having a hard time swapping out my Mind Springs, simply because they are rare and I traded to get them!
True_Smog
★☆☆☆☆ (1.9/5.0)(5 votes)
Just another crappy blue draw... Still waiting for Brainstorm, Acumulated knowledge and Fact of Fiction.
I'd rather use Ior Ruin Expedition if I'm going to be relying on landfall to draw cards.
Cheza
☆☆☆☆☆ (0.6/5.0)(4 votes)
Don't underestimate two things:
1) It is an instant 2) It's a common
Therefore compare it with Brilliant Plan, Sift, Concentrate or Harmonize. So it's quite balanced... And this card is needed to make players believe that Mind Spring is a good card.
In my opinion, draw is the opposite of discard. ... And therefore the opposite color to black should have draw spells and not blue. Blue should have more search spells instead. And by the way ... with opposite... I don't mean green in this case!
Joseph_Leito
☆☆☆☆☆ (0.5/5.0)(1 vote)
Two blocks ago I would've thought this was great, but there's so much card drawing potential in Zendi-block I really can't see this as being very useful.
I thought this card was a solid draw card, if nothing super exciting. It is a nice late-game card feeder, and can work at instant speeds as mentioned.
3/5
TheSwarm
★☆☆☆☆ (1.4/5.0)(5 votes)
Haha i looove the fact that in the old days you could draw three cards for one mana with ancestral recall but now you have to pay 5 mana with landfall haha. Ofc, we new players dooooooooooooo have 15/15 flying uncounterable protection from colored spells time warp creature in an expansion whos naaaaamesake is a mana engine, soooo. It kiiiiiiind of balances.
I know WotC has been trying to figure out the right balance on draw engines, but man, this is bad. 4 CMC for a sorcery-speed draw-3 is standard; adding one to the CMC to make it instant should be all you need to do to properly cost it. But not only did they saddle this with another restriction (needing landfall to make it cost-effective), that extra restriction works directly against the benefit it gets from being an instant – which you've already paid for with the 1 extra mana.
There are several ways to play this card:
1) You get a land; you leave it until you get Mysteries of the Deep and the mana to use it. Then you make your play on your turn, getting 3 cards for 5 mana at sorcery speed (overcost by 1), and you've obliterated your mana curve.
2) You get a fetchland; again, you leave it until you get this card and enough mana to play it. When all that happens, you get 3 cards for 5 mana at instant speed. This sucks a little less than the above, unless you really need to use that fetchland to expand your mana base, in which case it's worse.
3) You have the mana but nothing to trigger landfall on your opponent's turn. You wait until you get a fetchland, and this card sandbags in your hand until then. This sucks less than the above, but still sucks.
4) You have the mana but nothing to trigger landfall on your turn. You wait until you get a land, then play this, effectively as a 5 CMC Concentrate. This sucks about as much as the above.
5) When you draw this, you have a non-fetchland and enough mana. You can play this the turn you draw it as a 5 CMC Concentrate. This sucks a little less than the above, but not by much.
6) The stars align; you draw this card, you have a fetchland in your hand, and enough mana on the table to make your play. You get to draw 3 cards for 5 CMC on your opponent's turn. Congratulations! You've jumped through every one of those hoops, and gotten nothing to show for it, since an instant 3 cards at 5 CMC is what draw is balanced around.
Seriously, I thought Wizards had figured this out by Worldwake. Everything about this card just leaves a rotten taste in my mouth. The only redeeming feature is that it's only 1 blue mana, but even if I'm only splashing blue I'd almost never run this over Jace's Ingenuity, and if you're concerned about the two blue mana, Foresee is vastly superior.
JFM2796
☆☆☆☆☆ (0.5/5.0)(1 vote)
So if you pay instead of you get instant speed and unconditional three cards. Makes perfect sense.
Superllama12
☆☆☆☆☆ (0.0/5.0)
I don't think it woulda been broken if it was draw 2 normally, draw 4 with landfall
I got a better idea for solving that mystery, Concentrate
Tiggurix
☆☆☆☆☆ (0.0/5.0)
Still better than Jace's Ingenuity in a deck, as it's more splashable, and Green has, among other things, Budoka Gardener and Sakura-Tribe Elder to put land cards into play at Instant speed.
Comments (21)
Mind Spring for5 (3 UU) = 3 cards , at Sorcery speed (your own turn)
vs
Mysteries of the Deep for 5 (4U) = 3 cards (with a landfall), during your turn OR the opponents turn (with landfall via fetchlands, etc)
I often hold up a fetch land, and use it during their turn anyways (especially with Sphinx of Jwar Isle).
The timing advantage is huge - hold your mana up for a counterspell (even just a bluff) and then be able to grab some instant card draw. Using up 5+ mana during your own turn on Mind Spring typically closes the door on counterspell/etc on their turn.
BUT, Mind Spring has the advantage of possibly drawing MORE than 3... late game, a 5+UU or so can really fill your hand nicely.
It's a tough call, but I think it at least gives some options.
Also, I am personally having a hard time swapping out my Mind Springs, simply because they are rare and I traded to get them!
Still waiting for Brainstorm, Acumulated knowledge and Fact of Fiction.
1) It is an instant
2) It's a common
Therefore compare it with Brilliant Plan, Sift, Concentrate or Harmonize. So it's quite balanced... And this card is needed to make players believe that Mind Spring is a good card.
In my opinion, draw is the opposite of discard. ... And therefore the opposite color to black should have draw spells and not blue. Blue should have more search spells instead. And by the way ... with opposite... I don't mean green in this case!
3/5
There are several ways to play this card:
1) You get a land; you leave it until you get Mysteries of the Deep and the mana to use it. Then you make your play on your turn, getting 3 cards for 5 mana at sorcery speed (overcost by 1), and you've obliterated your mana curve.
2) You get a fetchland; again, you leave it until you get this card and enough mana to play it. When all that happens, you get 3 cards for 5 mana at instant speed. This sucks a little less than the above, unless you really need to use that fetchland to expand your mana base, in which case it's worse.
3) You have the mana but nothing to trigger landfall on your opponent's turn. You wait until you get a fetchland, and this card sandbags in your hand until then. This sucks less than the above, but still sucks.
4) You have the mana but nothing to trigger landfall on your turn. You wait until you get a land, then play this, effectively as a 5 CMC Concentrate. This sucks about as much as the above.
5) When you draw this, you have a non-fetchland and enough mana. You can play this the turn you draw it as a 5 CMC Concentrate. This sucks a little less than the above, but not by much.
6) The stars align; you draw this card, you have a fetchland in your hand, and enough mana on the table to make your play. You get to draw 3 cards for 5 CMC on your opponent's turn. Congratulations! You've jumped through every one of those hoops, and gotten nothing to show for it, since an instant 3 cards at 5 CMC is what draw is balanced around.
Seriously, I thought Wizards had figured this out by Worldwake. Everything about this card just leaves a rotten taste in my mouth. The only redeeming feature is that it's only 1 blue mana, but even if I'm only splashing blue I'd almost never run this over Jace's Ingenuity, and if you're concerned about the two blue mana, Foresee is vastly superior.
BAD.
NOT. WANT. THIS.
WANT. JACE'S. INGENUITY.